@Kamots gave me a direct link to join and that worked. Thanks guys.
Posts made by likeafox
RE: Spawn direction doesn't work when spawning creeps that take 1 tick to spawn
Are you giving a direction to spawn when you createCreep()? or Are you using StructureSpawn.Spawning.setDirections, after using createCreep?
RE: Can't see rooms in Discord.
Thanks for the help.
@MarvinTMB - I tried what you suggested and it comes up invalid link/invite.
@o4kapuk Can you provide me an link or clear my usename?likeafox#5628
@thmsn It asked me to confirm my account first, before prompted rules.
Can't see rooms in Discord.
When I try to login to the discord server: https://discord.com/channels/860665589738635336/860666254552858674
It shows "No text channels".
When I'm in incognito mode, I can go to the above link and see the rooms, but .
I've enabled two factor auth.
RE: Ideas for next seasons
Simple Rules, easy to implement, not too complicated. - Cause you guys are limited on coders.
Free power - where only energy is required to get power levels. - Most power wins the season.
No Terminal like mentioned would be interesting.
No Labs and/or no(less) towers.
Cheap War - HEAL/RANGE_ATTACK/ATTACK are a lot cheaper.
Faster Building - parts take 1 tick instead of 3.
Pure Economics - No ATTACK/HEAL/RANGED_ATTACK, faster GCL levels. Highest Controller Upgrade Score wins.
Smaller Shards like 20 North/west/south/east and like 3 shards. Shard 0 starts with the most score generated, other shards open up as player get wiped from the previous shard. With shard2 being the last that newbies can be in to play against each other, but also has the least score generated.
This will at least make bigger and higher level players forced against each other for space, and each shard will have players that are more equal. Look at how the map now, and imagine if the last circle was gone and only the top 10 players were in a tigher space, it would force them to play against each other.
RE: Ideas for next seasons
World gets smaller by random rooms, where the center point is randomly determined and you can't respawn in that shard. Have a lot of shards that each time you die you get pushed down to the next shard that has a lesser reward when you win. If your last to survive a shard then you get the prize for that shard, first shard being the biggest prize. That way over time you will start facing players equal to your score.
Where NPCs are in constant invasion and surviving will be tough and over time you will get overwhelmed. You get a ranking based on how you survive. Give enough space to everyone where it's not PvP focus but like a long tower defense game. Make invasions occur in rooms regardless of energy harvested forcing players to always be on there toes. Make strongholds spawn larger invasions. Just a lot of Pve invasions.
Maybe even add some co-op where you want to work/trade with others to have boosts to stay alive longer. An idea is that everyone start out in the outer ring of a map, and invasions come from the outside non-stop. Everyone will want to move inside as the invasion get more and more intense and starts killing the outer layers until there's just a small space in the middle.
I think making a PvE focused season would be nice - where players want to work together to stay alive or newbies aren't under pressure from bigger players to live.
RE: Respawn in season shard
I do think there should be some mechanic that allows for players to keep respawning and have a chance at fighting back, I don't really like the idea of a novice/respawn.
Here's some ideas:
Upgrade bucket - where every week after the start of seasonal you get a bucket that doubles your upgrade until it runs out. - 500,000 every week after start.
More of a safemode start - extra 5k per week after start.
Maybe a 2nd shard where rewards are a lot less, and so are the players then.
Update Market History.
This happened to me:
This is completely my fault, because I was lowering the price back to 2,000,000 and then raising it again(x27). But because it doesn't show price reduction in history I had no idea what was occurring, and panic messaged O4 about this.
Can we get an update to Market history with some of the following:
Show price reduction.
Player added notes to help trouble shoot.
Market Fee with more information.
**Edit : Filter function - either with type, notes, or price
Access keys and CPU unlocks
I would like to propose a system for the seasonal screeps. Instead of paying 5 access keys up front, maybe do 1 access key to join, then spend CPU unlock each day.
Lower cost of entry makes it so more people will want to play, and more accessible. Creates a drain for CPU Unlocks for higher level players, and a use for for unlocks for people with lifetime subs.
Edit: I would like to point out for newbies or players that are new, it would be dissapointting to spend 5 access keys and die the first day. At least with this they spend 1 access and 1 cpu unlock, if they lose it's easy to farm again and try next time.
Edit: Changed all the 10 to 5 access keys.
RE: Increase Lab Productivity - Increase results and decrease number of intents.
@kyralee It does, but we would like to have it across the board increase, instead of just using operate_lab.
If we double the cooldown/results it halves the intents to produce the same amount.
If we take out operate lab, these are the basic idea:
Currently to create 10 UL it would take 2 intents. If we double the numbers that same 10 UL would take 1 intent to create.
If we add lv 5 operate lab Currently to create 30 UL it would take 2 intents. If we double the numbers that same 30 UL would take 1 intent to create.